zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/zombieclasses/boss_red_marrow/shared.lua

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CLASS.Name = "Red Marrow"
CLASS.TranslationName = "class_red_marrow"
CLASS.Description = "description_red_marrow"
CLASS.Help = "controls_red_marrow"
CLASS.Boss = true
CLASS.KnockbackScale = 0
CLASS.FearPerInstance = 1
CLASS.Points = 30
CLASS.Model = Model("models/player/skeleton.mdl")
CLASS.VoicePitch = 0.65
CLASS.SWEP = "weapon_zs_redmarrow"
CLASS.Health = 1800
CLASS.Speed = 165
CLASS.Skeletal = true
local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
local math_random = math.random
local math_ceil = math.ceil
local math_Clamp = math.Clamp
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if math_random(2) == 1 then
pl:EmitSound("npc/barnacle/neck_snap1.wav", 75, math_random(125, 135))
else
pl:EmitSound("npc/barnacle/neck_snap2.wav", 75, math_random(125, 135))
end
return true
end
local painsounds = {"npc/metropolice/pain1.wav", "npc/metropolice/pain2.wav", "npc/metropolice/pain3.wav", "npc/metropolice/pain4.wav"}
function CLASS:PlayPainSound(pl)
pl:EmitSound(table.Random(painsounds), 75, math_random(80, 90), 0.5)
pl:EmitSound(table.Random(painsounds), 75, math_random(72, 82), 0.5)
pl.NextPainSound = CurTime() + .7
return true
end
function CLASS:PlayDeathSound(pl)
pl:EmitSound("npc/stalker/go_alert2a.wav", 75, 75, 0.5)
pl:EmitSound("npc/stalker/go_alert2a.wav", 75, 85, 0.5)
return true
end
function CLASS:CalcMainActivity(pl, velocity)
if pl:WaterLevel() >= 3 then
return ACT_HL2MP_SWIM_PISTOL, -1
end
if pl:Crouching() and pl:OnGround() then
if velocity:Length2D() <= 0.5 then
return ACT_HL2MP_IDLE_CROUCH_ZOMBIE, -1
end
return ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3), -1
end
return ACT_HL2MP_RUN_ZOMBIE, -1
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local len2d = velocity:Length2D()
if len2d > 0.5 then
pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed, 3))
else
pl:SetPlaybackRate(1)
end
return true
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
pl:DoZombieAttackAnim(data)
return ACT_INVALID
elseif event == PLAYERANIMEVENT_RELOAD then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_TAUNT_ZOMBIE, true)
return ACT_INVALID
end
end
function CLASS:ProcessDamage(pl, dmginfo)
local attacker = dmginfo:GetAttacker()
local dmg = dmginfo:GetDamage()
local hp = pl:Health()
if pl:GetStatus("redmarrow") and attacker:IsPlayer() and attacker:Team() == TEAM_HUMAN then
dmginfo:SetDamage(0)
dmginfo:ScaleDamage(0)
dmg = 0
end
local numthreshold = math_Clamp(math_ceil(hp / 200), 1, 9)
local dmgthreshold = math_Clamp(numthreshold * 200 - 200, 1, 1600)
local newhp = hp - dmg
local nulldmg = dmgthreshold - newhp
if newhp <= dmgthreshold and pl["bloodth"..numthreshold] then
pl["bloodth"..numthreshold] = false
dmginfo:SetDamage(dmg - nulldmg)
pl:GiveStatus("redmarrow", 3)
local effectdata = EffectData()
effectdata:SetOrigin(pl:WorldSpaceCenter())
util.Effect("explosion_bonemesh", effectdata)
pl:GodEnable()
util.BlastDamageEx(pl, pl, pl:GetPos(), 55, 7, DMG_CLUB)
pl:GodDisable()
end
end